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PGM is all set for February. This month, we're playing through a game known as Eevee's Tile Trial. If you wish to earn rewards, please head over to our event thread by clicking on the provided link and give yourself a shot at the game!

Hey Unregistered! How fast can you game? The Marathon II is up and running in Video Game's - compete against your friends to see how quickly you can complete sixty intense in-game challenges. See you there!

Working on GameMaker8 Pro to create an 3D enhanced remake of Pokémon Emerald.
(This is currrently a work in progress and will have changes over time)
(Also, over time, I shall make this thread look nice and fancy)
(For an example of the 3D style we're using, visit here!

Project Flawless
otherwise known as
Pokémon Flawless Emerald
(The Black Icon is the Special Edition Icon - The Green Icon is the Standard Edition Icon)

Start to Rustboro Gym

Spoiler:

Upon arriving in Hoenn, you get to see your new house. You soon meet your neighbours, including a young boy/girl your age. You then get to meet Prof Birch, who is in trouble, but allows you to have your first Pokémon nonetheless.

From here on, you must travel to Petalburg, the nearest city. Here, you find your Dad is the Gym Leader, and you help a local boy called Wally to catch his first Pokémon.

After travelling on through Route 104 you approach Petalburg Woods. Here, a villain working for Team Magma is trying to steal something from an innocent Devon worker. Once in Rustboro, having defeated the grunt, you may challenge Roxanne, the Gym Leader. Rustboro Gym's leader is Roxanne, who uses Rock-type Pokemon. Once obtaining your badge, Team Aqua have decided to steal the item Team Magma were after, straight from Devon Corporation.

Rusturf Tunnel to Slateport Beach

Spoiler:

After the Aqua Grunt has run off, you can chase him. You soon find he has ran off to Route 116, and so you must follow on the same Route. Once yuo reach the end of Route 116 you enter Rusturf Tunnel, where the Grunt has cornered himself. You can defeat him, and you get the Devon Goods and a Wingull back. Once you leave the tunnel you find out the Wingull belonged to Mr Briney, who will now allow you to travel via boat across the watery Routes. Return the Devon Goods to Devon to receive your PokéNav.

Meet Mr Briney on Route 104 to set off in his small little motor-boat. You can only travel direct to and from Dewford for now. Once in Dewford, you may want to defeat Brawly, who uses Fighting type Pokemon. Once defeated you can use Flash, so you can visit Granite Cave. This cave is much easier with Flash, and once you've got through it Steven Stone wishes for you to deliver his letter to the Devon Corporation Owner. If you do so you can receive a nifty little thing called the Exp Share. From here on, you can now travel to and from Slateport, Dewford or Route 104. After arriving at Slateport's beach, you can battle a few people, or head directly North to Slateport City.

Slateport City to Mauville City

Spoiler:

Upon arriving in Slateport you'll notice a lot of Aqua grunts over the place, blocking the north exit, walking around and blocking the museum. To gain access to the museum, and rid of Aqua, you must visit the boat workshop. After talking to everyone, and leaving, Team Aqua have gained entry to the museum, where they are trying to steal some submarine plans. You battle a few of them and get them to leave the city.

Once you get outside again there isn't much else of interest, other than the Battle Tent. If you decide to head north, you will come across the Cycle Road - you can't use as you haven't got a bike yet - and the Trick House. Nothing is of interest yet to the west, but east of the Trick House is the Cycle Underpass. Travel down this route to battle not only lots if wild Pokémon and a few trainers, but also your Rival. Your rival will congratulate you on having a strong bond with your Pokémon, and training them well. He/she will walk off north, leaving you to follow and reach Mauville City.

These are the previous RMXP screenshots. Until I have modelled the buildings in 3D, no GM8P screens in 3D are available.

Spoiler:

Credit to Pokemon-Diamond (DeviantArt.com) for the tiles.

Credit to PokeGamer for the original map.

3D Overworld (like the DS)
Animated Battle Sprites
Double Battles (no Triple, for now)
Double Wild Battles
ALL NEW Team Atmos
ALL NEW Hoenn TV Station in Mauville
ALL NEW Sunset Island and Amity Island
National PokéDex with 649 Entries
Unique Overworlds for EVERY Trainer Type
Includes Characters from the Anime and/or Manga
Online Features (Battles, Trades, etc)
Patch Downloader
(Note - These are all concept ideas. It is not guaranteed that all of these will be in the final release. I hope we can manage to though)
2 Versions : Standard and Special
Standard Edition will be the Public Download.
Special Edition will feature all Downloadable Content from the beginning. It will for Private Download only.

No demo to date

NOTE - People can be more than one position!
NOTE - All positions (other than Project Designer) have availability. Names in brackets "([name])" are possibly that position.

While GM8's 3D functions allow for you to mimic the semi-3D style of the newer pokemon games, I think you're going to find the task of programming a working pokemon engine in GM8 a far larger task. There was a working one back in GM5 but I haven't seen a really good open-source one since then. That said, I wish you the best of luck as it would be nice to see a pokemon game made in GM8 rather than RMXP for once lol.

While GM8's 3D functions allow for you to mimic the semi-3D style of the newer pokemon games, I think you're going to find the task of programming a working pokemon engine in GM8 a far larger task. There was a working one back in GM5 but I haven't seen a really good open-source one since then. That said, I wish you the best of luck as it would be nice to see a pokemon game made in GM8 rather than RMXP for once lol.

Well, it took GameFortress well over a year to finish Pokemon Twilight and he's a very very experienced GM user. I assume you're going to program it all using GM8P data structures? I didn't intend to sound like a total kill-joy, I'm just saying is, as someone who has used GM for over 5 years, I have seen hundreds of attempts at pokemon projects and only 1 completed version due to the sheer volume of work and complexity; though, as you have an experienced partner hopefully that will help you on your way.

Well, it took GameFortress well over a year to finish Pokemon Twilight and he's a very very experienced GM user. I assume you're going to program it all using GM8P data structures? I didn't intend to sound like a total kill-joy, I'm just saying is, as someone who has used GM for over 5 years, I have seen hundreds of attempts at pokemon projects and only 1 completed version due to the sheer volume of work and complexity; though, as you have an experienced partner hopefully that will help you on your way.

it'll all be done on GM8 and I do intend on finishing it, and not just trying it then giving up. i'm glad PokeGamer is assisting me ass I'm not very good with GML at all, so i'm working on graphics and 3d models.
and thanks, those tiles are by Pokemon-Diamond on DeviantArt.

it'll all be done on GM8 and I do intend on finishing it, and not just trying it then giving up. i'm glad PokeGamer is assisting me ass I'm not very good with GML at all, so i'm working on graphics and 3d models.
and thanks, those tiles are by Pokemon-Diamond on DeviantArt.

Well I hope he's pro at GML then . He should do it with GM8P's Data Structure functions as that will make the task a bit easier. Also, I had a thought, couldn't you just rip the 3D models from the BW/HGSS ROMs and import them into GM? Might save you some time if it is possible o:

Well I hope he's pro at GML then . He should do it with GM8P's Data Structure functions as that will make the task a bit easier. Also, I had a thought, couldn't you just rip the 3D models from the BW/HGSS ROMs and import them into GM? Might save you some time if it is possible o:

well, he's ripped some, but as official Hoenn (and the custom) tilesets look nothing like anything from DPPtHGSSBW then either editing the models (if he sends me some) and creating models are the way forward at the moment.

well, he's ripped some, but as official Hoenn (and the custom) tilesets look nothing like anything from DPPtHGSSBW then either editing the models (if he sends me some) and creating models are the way forward at the moment.

Well I hope he's pro at GML then . He should do it with GM8P's Data Structure functions as that will make the task a bit easier. Also, I had a thought, couldn't you just rip the 3D models from the BW/HGSS ROMs and import them into GM? Might save you some time if it is possible o:

Data Structures? I found them to be quiet slow as compared to 2-dimensional arrays. Besides, aren't these two the same:
ds_grid_set(id, x, y, val);
and
id[x,y]=val;
With the latter being not only faster but also less memory consuming. The only logical point to use a GM data structure is if you want to change all values in a region, which is not useful for Pokemon as well as that you can do the same with a for loop.

Back to the topic, this game looks like it has potential. I remember playing the game that you posted on YoYoGames and I wondered how he made it so perfect. I always wanted an Emerald remake, especially in 3D. Your screens look nice as well. I also wanted to make a 3D overworld, but it just never turned out right for me. I could just never match the same angle and distance of the camera that DPPHGSS has.

Data Structures? I found them to be quiet slow as compared to 2-dimensional arrays. Besides, aren't these two the same:
ds_grid_set(id, x, y, val);
and
id[x,y]=val;
With the latter being not only faster but also less memory consuming. The only logical point to use a GM data structure is if you want to change all values in a region, which is not useful for Pokemon as well as that you can do the same with a for loop.

A little incorrect I believe; data structures were added to GM because they operate faster than arrays for complex proceedures (i.e. what you'll probably require them for when coding a Pokemon game). The main advantage of using them is because to sort and order a 2D array requires a great deal of difficulty and large sections of GML whereas data structures have built-in functions to do this for you; which, is where you will observe a speed difference is - as the scripting required to sort a 2D array lags more than a ds function.

Quote originally posted by NatureKeeper:

Something that is always a stand in the way. How can you make a whole region appear without having to putting them in one room...?

The way they do it in Pokemon is to use several rooms and make the boundaries of the adjacent rooms look identically graphically. Then all you need to do is define a blank room transition and it flows from room to room as if they were a single one. Hope that helps you out a bit.

The way they do it in Pokemon is to use several rooms and make the boundaries of the adjacent rooms look identically graphically. Then all you need to do is define a blank room transition and it flows from room to room as if they were a single one. Hope that helps you out a bit.

A little incorrect I believe; data structures were added to GM because they operate faster than arrays for complex proceedures (i.e. what you'll probably require them for when coding a Pokemon game). The main advantage of using them is because to sort and order a 2D array requires a great deal of difficulty and large sections of GML whereas data structures have built-in functions to do this for you; which, is where you will observe a speed difference is - as the scripting required to sort a 2D array lags more than a ds function.

I run only from my experience. Sure, a with a data structure, you can get the values faster but modifying takes a lot longer. I built an A* Pathfinding AI and it was slower using a data structure rather than a simple 2-dimensional array.

Quote originally posted by Rossay:

The way they do it in Pokemon is to use several rooms and make the boundaries of the adjacent rooms look identically graphically. Then all you need to do is define a blank room transition and it flows from room to room as if they were a single one. Hope that helps you out a bit.

This is the way that most people do it. It is possible to have the whole region as one room, but it's harder to modify as scrolling to the right array will be a pain. There is a function that deactivates objects out of view, which is really helpful even when not making a whole room region as it speeds the game up quite considerably. The problem with making 1 town each room is that if you mess up 1 town, you have to edit it in 2 different rooms.

If you are a little more advanced, you can make the whole game in 1 room, and the map gets loaded from an array. If you do it this way, you'd have to make your own map creator program and with Game Maker, it might be a little slow on old computers. I made one once, where the whole region was loaded from a text file. Good too, if you want DLC, which was my goal(to download whole regions).

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